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The standard ruleset will not have full open pvp. Risk = reward though, so I'd expect to see the plenty of action in the pvp areas. That said, I played a lot of Shadowbane and the two games aren't even going to be easily compared. Repop is a whole different beast.

Also, the devs have said they are open to a hardcore server at launch that would contain open pvp and corpse looting. So the gankers can have a home too.

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We don't want to have a game where the players are complaining about where are the newbies as they kill them as soon as they get in game. Players that want to take less of a risk and stay in the safe zones will be able to do so and those who want better rewards can venture out into the unsafe areas and risk getting killed by other players who are not friendly toward their faction or nation. We don't have an extremely harsh death penalty such as full corpse loot, but your equipment does degrade and will become damaged from dieing, so it isn't exactly a run to your corpse and pay a few coin for repairs situation.

Based on demand we are looking at a hardcore server that will have slightly different rules for those who enjoy a FFA PvP experience.

DFO is pretty much null sec almost everywhere without any real determining factor for risk vs reward. You can be way off in the middle of nowhere and come across someone to gank and get good gear off of them, or just as easily find someone near a town to gank for equal reward.

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Yes, if I had to look at a current game out there I would best explain it as how EVE does it. Players will have a chance to grow their player a bit before they get out in the thick of things. We have a fairly big drop off toward the middle of progression where the difference between a veteran player and say an experienced player isn't as large as in other games. Still going to have their troubles in a 1 to 1 fight on even ground, but careful use of tactics or a simple 2:1 should change things around.

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We all know how the gankers chased everyone off in those games, and most FFA PvP servers(Mordred).

Just curious if the devs have learned from the failures of those games.

It did not chase everyone off. MO people left because the game had tons of problems. DFO had a bad launch, but once the game was fixed,...it had a booming population for a few years. Still it has a niche group playing...but I know many that left because the game needed a uber machine to run sieges. Eve online has tons of ganking...but a great dev has made it so people stay.

While you may have left because ganking and griefing, don't think thats why everyone leaves. The problem is these types of sandboxes are always a risk as they are community based. It's crucial they are launched correctly...if they are, the games can be successful. If you feel that being ganked and griefed destroys the game for you, you should try to link up with a large clan asap, numbers will protect you from griefer clans.

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Can we not overcomplicate this game with 20,000 different buffs/effects I hated that about SWG. 2 or 3 self buffs, thats one of the things themepark mmo's got right. Its like the best pvper's were always the alchemists with bags full of mats...its annoying in darkfall too.

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Originally posted by alexanys1982Can we not overcomplicate this game with 20,000 different buffs/effects I hated that about SWG. 2 or 3 self buffs, thats one of the things themepark mmo's got right.

Oh man, I can't agree with you more! SWG PVP became a buffs and numbers war. I never did figure out how to get 4 rolls of buffs in all the years I played. Between the spies and the buffs, PVP was all but ruined for me in the later years.

I really did enjoy plaing doom medic though, just tring to hide in the back of the horde picking buffs off those webels. People would panic if they lost a buff . I didn't even care if I got a kill as long as I stripped those buffs off.

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With regards to buffs, most of the buffs in Repop are short duration and either group buffs (such as motivational buffs or demoralizing debuffs) or are self only buffs that often are given when you perform another action as added utility. Instead what you often receive are Openings which will make players vulnerable to other attacks or benefit them if another ability is used. Then there are some toggle abilities that are self only such as stances. But if your group wipes you won't spend the next 3 minutes buffing everyone.

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Hackers, 24/7 macroers (combined with a massive grind to max out a character), and AV's lack of updating and ability to efficiently ban cheaters killed the game.

Ganking is what the game was about and action pvp ending in that horrific ganking noise WAS and IS the appeal to that game. The FFA pvp is what attracted me to play the game in the first place.

There are more then enough zoned hold your hand pvp games out there for the huddled masses. I want more open world ffa full (or partial) loot sandboxes to play in.

Grind wasnt the problem with Darkfall. They had several attempts at reducing grind and it had no effect on population. Currently its an XP casino in that game with 20x XP and 4x loot and pop stayed steady.

There was a design flaw with the game early on. Leaving the noob spawns as pvp hot spots so no one could progress. On top of that the game lacked any real non pvp mechanics.

The game caterd too much to the FPS pvp crowed and left no room for the pve crowd. Game was an epic pve game for all its lacking in the sand department though...for those who were actually able to adapt to the high risk pve at least.

Yes i was one of probably 5 long term players who did everything legit and made fantastic progress over the years, only to have all those hard earned accomplishments wiped out by a lame XP event. And yes macoers and the FPS pvp crowd did ruin the game for everyone else.

MO died because it sucked and wasnt fun to play, at least DF had fun combat and entertaining pve mobs to farm.

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The problem with Darkfall was no skill cap. Period. Everyone was the same. And if you were not the same, you were afk macroing 247 to be the same.

lol

No Skillcaps is #1 reason for it's lackluster performance. #2 is Universal Banking.

Wrong and wrong, full loot free for all PvP was and still will be the demis of DF, you just cant implement it the way DF and MO have done and expect more than a handfull of people to ever stick around. If you think Im wrong check back with DF a year after 2.0 and the game will be in the same sorry state that it is in today.

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I played on Modred for years, and my experience is completely different. The most fun I had was making new toons. My friends and I would try new combos to play together. We would level up to around the 8-15 range and go look for fights in Mag Mell. The high level players left us alone most of the time. If you pissed one off all they did was one hit kill you once and then quit. You spawn again 15 feet away and go back to killing people your own level. I guess you didn't play Modred that much or you just got killed a couple times and quit. Mag Mell was extremely popular for people in that level range. People would constantly reroll just to have fair fights. I also had two 50s on Modred, enchanter and paladin. Fighting anyone more than 5 levels lower than me was a waste. It just wasn't fun. My friends and I wanted real fights. I will agree there were some ahats out there that ran along popular roads and spawns camps just looking to kill people. However, that was not the majority of people. If you had friends, a guild, just send a yell and watch them bring their 50 to protect you and steamroll anyone that tries ganking.

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I always find it funny that nobody mentions "maxing out your character" in EVE.

THAT is perhaps eve's greatest triumph. Some dislike he real-time training and I can understand why they would. but in the big picture a game where even the 2003 players are still not maxed is a tremendous feat that should be applauded more.